public override void Init(CUnit unit) { CPlayerUnit player = unit as CPlayerUnit; if (player == null) { return; } base.Init(unit); if (m_vowIcon != null && m_vowIcons.Length >= 2) { m_vowIcon.sprite = m_vowIcons[(int)player.Gender]; } m_input = player.InputCtrl; m_inventory = player.Inventory; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; if (m_menuGo != null) { m_menuGo.SetActive(false); } InventoryCheck(); }
public override void Init(CUnit unit) { base.Init(unit); m_input = GetComponent <CInputCtrl>(); m_camCtrl = GetComponent <CPlayerUnit>().CameraCtrl; }
protected override void Start() { m_unitTag = "Player"; gameObject.tag = m_unitTag; CDataManager dataMgr = CDataManager.Inst; if (dataMgr == null) { return; } Data.PlayerInfo playerInfo = dataMgr.PlayerRecord.PlayerInfo; GameObject genderPrefab = null; if (playerInfo.gender == Gender.Female) { genderPrefab = Resources.Load <GameObject>("Prefabs/Character/Player/Female"); Gender = Gender.Female; } else { genderPrefab = Resources.Load <GameObject>("Prefabs/Character/Player/Male"); Gender = Gender.Male; } if (genderPrefab == null) { return; } GameObject genderGO = Instantiate(genderPrefab, transform); genderGO.name = genderPrefab.name; base.Start(); m_inputCtrl = GetComponent <CInputCtrl>(); CameraCtrl.SetCamera(m_inputCtrl, this); m_inventory = GetComponent <CInventory>(); m_inventory.Initialized(this); if (m_unitUIPrefab) { GameObject uiObj = Instantiate <GameObject>(m_unitUIPrefab, CStageUIManager.Inst.transform); uiObj.name = m_unitUIPrefab.name; m_unitUI = uiObj.GetComponent <CUnitUI>(); if (m_unitUI != null) { m_unitUI.Init(this); } } }
public void SetCamera(CInputCtrl input, CUnit unit) { m_input = input; m_player = unit; m_followTarget = unit.transform; m_pivot = transform.GetChild(0); m_camera = m_pivot.GetComponentInChildren <Camera>(); m_targetDetect = transform.GetComponent <CTargetDetect>(); m_targetDetect.Init(this, unit); }